#include "cube3d.h" static void init_raycast(t_rcast *rcast, t_vec *ray) { rcast->is_x = 0; // ray sign rcast->ray_sign_x = 1; if (ray->start.x < ray->end.x) rcast->ray_sign_x = -1; rcast->ray_sign_y = 1; if (ray->start.y < ray->end.y) rcast->ray_sign_y = -1; // cell position of ray rcast->cell_x = ray->start.x / rcast->cell; rcast->cell_y = ray->start.y / rcast->cell; // slope of ray rcast->slope_x = ray->end.x - ray->start.x; rcast->slope_y = ray->end.y - ray->start.y; // direction of next cell rcast->next_cell_x = -rcast->ray_sign_x; rcast->next_cell_y = -rcast->ray_sign_y; // ray steps in both axis rcast->ray_step_x = 0; if (rcast->slope_x) { rcast->ray_step_x = ft_abs(rcast->cell); if (rcast->slope_y) rcast->ray_step_x *= ft_abs(rcast->slope_y); } rcast->ray_step_y = 0; if (rcast->slope_y) { rcast->ray_step_y = ft_abs(rcast->cell); if (rcast->slope_x) rcast->ray_step_y *= ft_abs(rcast->slope_x); } // tmp if (rcast->tmp) printf(" [slope_x:%i, slope_y:%i]", rcast->slope_x, rcast->slope_y); //tmp } static void init_first_step(t_rcast *rcast, t_vec *ray) { rcast->first_next_x = 0; if (rcast->slope_x) rcast->first_next_x = ray->start.x % rcast->cell; if (rcast->ray_sign_x < 0) rcast->first_next_x -= rcast->cell; rcast->first_next_y = 0; if (rcast->slope_y) rcast->first_next_y = ray->start.y % rcast->cell; if (rcast->ray_sign_y < 0) rcast->first_next_y -= rcast->cell; rcast->next_x = ft_abs(rcast->first_next_x); if (rcast->slope_y != 0) rcast->next_x *= ft_abs(rcast->slope_y); rcast->next_y = ft_abs(rcast->first_next_y); if (rcast->slope_x != 0) rcast->next_y *= ft_abs(rcast->slope_x); // tmp if (rcast->tmp) printf(" [next_x:%i, next_y:%i]", rcast->next_x, rcast->next_y); //tmp } static void next_cell(t_rcast *rcast) { // tmp if (rcast->tmp) printf("\n [next_x(%i) > next_y(%i) ?]", rcast->next_x, rcast->next_y); //tmp if (!rcast->slope_x || (rcast->next_x > rcast->next_y && rcast->slope_y)) { rcast->cell_y += rcast->next_cell_y; rcast->next_y += rcast->ray_step_y; rcast->is_x = 0; // tmp if (rcast->tmp) printf(" [yes] (increase y by %i)", rcast->ray_step_y); //tmp } else { rcast->cell_x += rcast->next_cell_x; rcast->next_x += rcast->ray_step_x; rcast->is_x = 1; // tmp if (rcast->tmp) printf(" [no] (increase x by %i)", rcast->ray_step_x); //tmp } } void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray) { ray->start.x = rcast->ray.start.x + game->plr.pos.x; ray->start.y = rcast->ray.start.y + game->plr.pos.y; ray->end.x = rcast->ray.end.x + game->plr.pos.x; ray->end.x += rcast->ray_nb; ray->end.y = rcast->ray.end.y + game->plr.pos.y; rotate(&(game->plr), &(ray->end)); // tmp rcast->tmp = 0; if (ray->end.x - ray->start.x == 0) rcast->tmp = 1; if (ray->end.y - ray->start.y == 0) rcast->tmp = 1; if (rcast->tmp) printf("[ray nb : %3i]", rcast->ray_nb); //tmp end init_raycast(rcast, ray); init_first_step(rcast, ray); while (!is_wall(game, rcast->cell_x, rcast->cell_y)) next_cell(rcast); // tmp if (rcast->tmp) printf("\n"); //tmp end }